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Messages - terri

Pages: 1 [2] 3 4 ... 26
16
Share New Actions / Re: Set Camera Layer Cull Distance
« on: May 22, 2018, 07:30:53 PM »
Ok, I think I got everything fixed! Action updated

17
Share New Actions / Re: Set Camera Layer Cull Distance
« on: May 22, 2018, 06:22:12 PM »
Great! I missed it not working on builds, you're right. Not sure where to go from here to fix this though...

Finishing would be an easy fix, but kinda pointless if this doesn't work on builds.

If anyone has an insight it would be appreciated!

edit:
I also noticed that if you set the distance for another layer, it will first reset all the other ones... so there's that too.

18
Share New Actions / Re: Set Camera Layer Cull Distance
« on: May 22, 2018, 06:48:25 AM »
Hi, yes, I should! I always get sidetracked when I come around to learning how to do so though. Is there somewhere I can read up on the steps required?

19
Share New Actions / Set Camera Layer Cull Distance
« on: May 21, 2018, 02:24:22 PM »
Here's an action that does this: https://docs.unity3d.com/ScriptReference/Camera-layerCullDistances.html

In other words, you can set each layer to have it's own cull distance, instead of using the camera's far clipping plane. Can be useful for example if you want to not render small objects at a certain distance while still rendering larger ones, for optimization.

20
Share New Actions / Re: Steamworks.NET
« on: May 19, 2018, 12:30:52 PM »
Very glad to hear this is being worked on. The players for my Steam game 'Super Pillow Fight' really want achievements!

Achievements, leaderboards and stats are totally doable with the actions you can find on this thread. Only the achievement unlock action needs a quick fix because they were made for an earlier version of Steamworks.net, but its super simple.

21
PlayMaker Help / Re: Unity Camera 360 View Question
« on: May 09, 2018, 02:35:55 PM »
If you're using the Mouselook action you can set the minimum and maximun X and Y values, not sure why that would make you look at the bottom of your character's shoes though.

22
PlayMaker Help / Re: Enemy Finding the player and follow him
« on: May 03, 2018, 08:09:22 AM »
I think this is a game design question first, playmaker question later.

There are many ways to create an Enemy AI, maybe you're just checking distance and activate the chase when the player is close enough, maybe its that but also when the player is within the right field of view. You could also use raycasts, but on some games it could be a tile logic or just showing up on the screen.

If you want to just do the distance, you can use the action Get Distance, and feed that value into a Float Compare. The chase could either be with a simple Move Towards or if you're using Unity's pathfinding you could se the Enemy Agent's target as the Player object.

23
PlayMaker Help / Re: Setting impact rotation particles from Raycast
« on: March 01, 2018, 04:34:56 PM »
The variable is a quaternion, so when you set the rotation use that field with the variable. Leave "Euler Angles" as none

edit: Oh, ok, with the create object action that isn't an option. Can you store the spawned gameobject and set the rotation right afterwards? Otherwise a tweak to the create object action would make it work

there is also a Get Quaternion Euler Angles action that might do the trick but haven't tested it

24
PlayMaker Help / Re: Setting impact rotation particles from Raycast
« on: March 01, 2018, 03:45:47 PM »
When you raycast, store the Hit Normal. Use the action Quaternion Look Rotation, set the Direction to the Hit Normal value and the the Up Vector to 0, 1, 0. Store the result and set your particles rotation to that.

25
Action Requests / Re: Get asset from folder
« on: February 27, 2018, 07:13:02 AM »
I've done this with textures, using EasySave
Not sure about models but I think it also works with music

26
Share New Actions / Re: Steamworks.NET
« on: January 15, 2018, 06:45:42 AM »
I know its not what you want exactly, but you can use this and link it to your game's leaderboard URL

27
Share New Actions / Re: Set Target Frame Rate
« on: December 04, 2017, 10:17:55 AM »
according to the docs it should affect the game window, but I get mixed results
https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html

28
Share New Actions / Re: Steamworks.NET
« on: November 21, 2017, 08:51:49 AM »
I don't think the build needs to be on Steam, but Steam does need to be online

29
PlayMaker Help / Framerate Independent Character Controller movement
« on: October 24, 2017, 06:45:37 AM »
Hey! So I thought I had this figured out, but I've been getting reports from players that movement seems to be slowing down on high framerates. Default is 60, and 120 seems to slow down a bit and uncapped it seems to be drastic.

My character has a standard character controller component, and movement is done with Controller Move with Per Second set to true. I figured this would be enough but apparently its not, can anyone shine a light on what could be the issue?

I feel like its definitely taking deltaTime into account as its not moving twice as fast, but what would make it slower? Could deltaTime not be returning the right value?

30
PlayMaker Help / Re: Player goes through the floor
« on: August 21, 2017, 06:02:41 AM »
when does the bug happen in the video exactly?

won't work for the castle bricks but if the player is falling through the flat ground you could also just be checking the Y position, and if its lower than the ground you can hard set it to the minimum. might look a bit weird for a frame or two but it won't break the game at least

also, I've made a game where you had rockets with smoke trails like you do, and one tip is to keep the smoke and the projectiles separate so when you destroy the projectile the smoke trail doesn't disappear suddenly

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